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Smashing Bottles (PC) by jp (May 30th, 2026 at 18:16:28) |
Heard about this one recently and got stuck playing the demo on itch (though it's also available on Steam) for a few hours until I got to the final (demo) ending!
It's an incremental game with some interesting things going on - you have a bat and smash bottles, but you have a limited time to do so (in seconds, like max 25 or so after all the upgrades?). When time runs out you can go again or go to the shop to buy upgrades. As expected you want to get more money from smashing bottles and there's ways to do that - spawn golden bottles, champagne bottles (when they smash the corks fly out and can smash other things), and even molotov cocktails (that explode, smashing other things).
There's a few things I thought where nice/clever:
a. The game has two distinct phases (once you unlock molotovs, everything changes, really) - the "you smash" and the "maximize money in the time allowed". In the latter, the game mostly plays itself as the molotovs keep everything getting smashed.
b. The "you smash" has rotating bottles, and since the smashing can take a few hits, there's some interest in smashing champagne such that the cork flies in a certain direction for more damage.
c. The champagne corks are pretty clever - since it gives you a reason to, in the short time you have to smash, choose what to smash a little more carefully. Go for golden or champagne hoping for a productive chain reaction?
Of course there's also a prestige/reset mechanic - from which you can lock a separate bat that smashes.
I'm curious how far things will go once the full game is out - and what the nature of the upgrades will be. I'm really hoping for more variety in the experience beyond the simple "number go up" - in that sense the molotovs seem like they're capping the experience in a detrimental way (even as they were super fun to smash when I first unlocked them.
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Donkey Kong Bananza (NSW2) by jp (May 30th, 2026 at 18:07:32) |
Still playing!
It has an interesting structure in terms of its levels and such - the core metaphor is that you're going deeper into the planet with each level, and they're both thematic and numbered. I got to a point where there's a bifurcation - go right into what I thought was "jungle land" or left into "snow land". I went right did a few more levels, cleared the boss (it was plant/poison land) and in order to continue going deeper I was then told to go back to "snow land"! There's a fast travel/teleport system involving giant worms that can move your around, so it was easy enough to do this, but I was surprised to learn that the fork was just a "choose what order to do these" situation... and also, the entire "fork" makes little sense thematically so I'm curious to see how it's explained and communicated in the interface - will it look like a fork in the "hole" going into the planet's core?
The titular ability (bananza mode!) was a bit underwhelming - you turn into a bigger DK and can now punch things you couldn't before - it lasts a limited amount of time. But, I've since unlocked a new one - DK-bird - where you can glide around (and after paying to unlock) and drop an egg on enemies. The gilding around was important/necessary in the plant/poison levels, and I'm expecting it to be similarly required in the snowy ones. We'll see!
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Hollow Knight: Silksong (PC) by dkirschner (May 13th, 2026 at 14:58:07) |
Kicking myself for not writing an entry when I was playing this 6 months ago. I am cleaning up my wishlist, backlog, and etc., and the FEELING I get when I see Silksong "in progress" is anxiety. I had jotted a few notes in December, as follows:
"It’s true, Silksong is hard. Like, really, frustratingly hard. Like punishingly difficult. I hit a wall at the end of Act 1 trying to beat the Last Judge. The game likes to place benches far away from boss fights, such that retrying boss fights involves slogging back through tough platforming and other sections of the map."
I did kill the Last Judge and complete Act 1. I remember that took a very long time, and that after the Last Judge, I died a few more times and, probably, with shaking hands and rapid heartbeat, said, "I can't do this anymore." Actually, it may have been in one of those rooms with waves of enemies. This innovation is new and unwelcome to Silksong, rooms that lock upon entering and spill several waves of challenging enemies at you. Yeah, I think that is what got me, just being pummeled over and over in one of those rooms, getting tired of exploring the maze-like map, tired of dying, tired of corpse runs, just exhausted. The game became a chore.
Besides that, I loved it, haha. I was definitely into it for a while. It was sublime until it wasn't.
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Turnip Boy Robs a Bank (PC) by dkirschner (May 12th, 2026 at 17:20:35) |
I meant to quickly beat this back in April so I could have a "completion" for the month, but I got really busy after spending barely an hour one afternoon with Turnip Boy Robs a Bank, a bizarre little twin-stick shooter about a turnip...who robs a bank. The game builds off previous games in the series, which I have never played, in which Turnip Boy commits tax evasion and, according to this game at least, seems to have started a war. Work has slowed down for the first time in nearly two months, and while I wait for my next contract to begin, I figured I'd knock this out.
The whole game is silly. The world is populated by sentient fruits and vegetables. You are employed by a pickle / mafia gang leader to rob a bank of a garlic bulb / bad guy / killed your dad. You have a base, where you can get new weapon loadouts by bringing weapons from the bank (always try to return with something new or high-powered!), purchase progression items from the "dark web," and upgrade stuff at another vendor. You go on "runs" to the bank, which are timed (starts at 2 or 3 minutes, goes up to 5 or 6 with upgrades). Runs are over when you die or when you exit the bank. Die and you lose half the cash you accumulated in the run. Survive and you are handsomely rewarded. Upgrade stuff. Go back to the bank. It's a roguelite too.
The bank has a specific layout of rooms, but you'll encounter some randomized areas too, and enemies and treasure are somewhat randomized. Throughout the bank are tons of NPCs with little fetch quests that usually reward you with pictures (fun/ny to look at) or hats (fun/ny to equip). A blueberry might want you to find its wedding ring, a lime wants you to get divorce papers from her lemon husband, a scientist pineapple wants you to find a philosopher mango and ask it an ethical question about experimenting on fruits, etc. I had some good laughs.
In each corner of the bank is a boss. Boss fights were fun, but the most challenging were early on. Once you start upgrading stats, the game becomes easy. It definitely ends up being an "upgrade everything and go nuts on all the enemies!" type game, experience being overpowered.
I haven't played a twin-stick shooter in a while, and while this wasn't revolutionary or anything, it was fun and scratched the itch. I gotta get back to Divinity: Original Sin 2. I might have some extra time till my next gig, so maybe I can boot it up, remember what I was doing, and make some progress this week.
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Castlevania: Dawn of Sorrow (DS) by jp (Apr 27th, 2026 at 22:04:52) |
I got to that point where I hit a monster/boss that just wasn't that much fun, and then I got a bit lost in terms of where to continue making progress, and the backtracking started to get a bit tiresome...as I explored and searched for different paths. So, time to bail!
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Divinity: Original Sin II (PC) by dkirschner |
| Lots to learn! Combat seems really fun, but a lot going on. Trying to figure out how to play co-op. |
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most recent entry: Monday 1 December, 2025
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The “toolbox” feel of Divinity: Original Sin 2 is incredible. I am barely through the second act, haven’t even left Reaper’s Eye, and have clocked nearly 30 hours. I’ve explored every bit of every area I can and have been flummoxed by locked chests, complex puzzles, and difficult encounters. Often, I have been stuck on something only to have an “a-ha!” moment. For example, I remember when I realized the value of the teleport spell. This spell is amazing. Cast it on an object and then select where to move the object. It works on most anything—chests, items, even enemies. Chest stuck behind a locked gate? Teleport it to your side. Enemy too close to you in combat? Drop it off a cliff. One of your characters needs to be on the other side of the battlefield, but is slowed and would take three turns to get there? Boom. Teleport him. There are so many abilities like this that have numerous uses that aren’t obvious at first glance. At some point, I realized that if I kept spare junk weapons in my inventory, I could use them to bust down doors. Since they’re junk, it doesn’t matter if they break. At some point, I realized that I could make great use of my undead character being healed by poison. So, I always keep a poison wand on him, all poison items go to him, etc., and he can always heal himself by attacking himself. At some point, I realized that it might be cool to put one point of Necromancer on each of my mages. Necromancer heals the caster by 10% of damage dealt (20% at level 2, etc.). So now all my mages heal for 10% of damage dealt. I am sure there are dozens more such discoveries to be had.
This makes combat fascinating and extremely dynamic. It is based on elements—fire, electricity, oil, ice, poison, blood, steam, etc.—being manipulated on the battlefield. I mean, you can choose to ignore elements, but that would be stupid. You can use them to your great advantage, and accidentally to your great detriment, and enemies will use them too. For example, have a character hurl an oily rock that coats characters and surfaces in oil, then have another character launch a fireball at the oil. BOOM! Explosion. Have a character cast raining blood, which causes enemies to bleed if they don’t have physical armor. Then have another character use a lightning attack, which electrifies the blood. A character on fire? Cast rain to extinguish all the fire. But watch out for an enemy to blast the water surfaces with lightning and zap your previously immolated character. The number of interlocking effects and systems in this game is nuts.
My party is magic-heavy. I have a summoner (my main character, the Red Prince), a fire/geo mage (Fane, the undead), an aero/water mage (Lohse), and a dual-wielding rogue (the woman who is possessed by a demon). The magic variety is awesome because I often have elemental control of the battlefield. But, if there are a lot of enemies with high magic armor, or a lot of physically strong enemies who can get up close, then I can have some trouble. Usually, my rogue can lock down any mages or archers who are around. The trick there is getting her to them quickly (hello teleport) so she can kill one and move on to the next. And my magic users obliterate melee enemies who tend to have low magic armor. The summoner is especially badass because his familiar acts as an extra character, and a strong one at that. Plus, he can summon totems that take a free shot per round at an enemy. The familiar and the totems also act as damage sponges; sometimes enemies will attack them instead of my main party members. I’ll often just summon the familiar out in front of the party to serve as a tank, then bombard enemies with spells from the mages, while the rogue runs around the edges of the battlefield disposing of mages or archers who might be sniping from above. The setup works pretty well! One drawback is equipment though; I keep getting all these badass two-handed swords, heavy armor, strength equipment, crossbows, etc., with no one to use them, and I only get so much equipment that is great for mages, with three mages to share it.
Story-wise, I am loving the world and the characters in it. It’s dark, funny, deep, creative—extremely well written. It was just revealed to me that each of the main playable characters (there are six or seven playable characters, but you can only have four in your party; no idea what happens to the others right now) is chosen by a different god to become The One. It introduced conflict between me and my party in what was previously a collaborative venture! Now The Red Prince (me) is supposed to distrust everyone else because they’ve all been summoned by different gods, and my god told me outright to kill one of my party members (my aero/water mage, who is the healer!). I don’t want to kill any of my party members! I’m so curious about how these intertwining playable character narratives flow together, because any one of them can be you, the main character. That means that the game is a bit different every time, aside from the race/class/background stuff, because each character essentially has their own hero arc.
I started off playing this co-op with a friend, which had its own cool features, though we only played through the tutorial together before I got busy, put the game down for a long time, and then just continued on alone. It was fun fighting together, as you can play off each other in terms of battlefield elements and coordinate in interesting ways. I would like to play some more co-op; however, given the narrative heavy nature of the game and all the inventory management slowing me down (probably the only downside), I don’t think I would enjoy playing co-op except for the combat.
Anyway, I am almost off of Reaper’s Eye, and then on to the next act! Excited to see where this one goes.
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